Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action – enemy shots versus the rover


To check if the enemy shots as well as rover shots have hit their respective targets, perform the following steps:

  1. 1. Add the CheckEnemyShotHits() method to the Collision Detection region of the ShotManager class as follows:

    public bool CheckEnemyShotHits(BoundingBox target)
    {
        foreach (EnemyShot shot in enemyShots)
        {
            if (shot.IsActive)
            {
                if (target.Intersects(shot.Bounds))
                {
                    return true;
                }
            }
        }
    
        return false;
    }
  2. 2. Add a new property to the Rover class for collision bounds checking:

    public BoundingBox CollisionBounds
    {
        get
        {
            BoundingBox baseBounds = Bounds;
            baseBounds.Min += new Vector3(1, 1, 1);
            baseBounds.Max += new Vector3(-1, -1, -1);
            return baseBounds;
        }
    }
  3. 3. In the Update() method of the MarsRunnerGameClass, just after checking for hits on the alien craft, check for hits on the player as follows:

    if (shotManager...